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Found 12 results

  1. As the title says, multiplayer erosion does so much less than singleplayer, as shown in the images. The grass on the ground is 10 years later mod, but that only affects sprites, doesn't touch erosion at all. My settings on both are erosion 100% on day 1 and 12 months into the apocalypse. Singleplayer above, multiplayer below.
  2. Houses are no longer cleaned or repaired regularly, textures should gradually become dusty, walls should lose their paint, outside should have details of dirt, moss and dark polution marks and inside should have details of seepage and mold with wall debris on the floor, in a Silent Hill 2 or Chernobyl vibe, you know? I feel this needs to be more aggressive in the game. It seems that the houses, internally and externally, do not follow the advance of vegetation at the same intensity, after a long time everything is still clean, perfect and happy. Anything metal in the game should oxidize; cars, grills, garbage cans, blades, poles, even slides, swings, etc. everything should loose paint and rust. The woods should rot too.
  3. One of the major problems with vehicles is navigating off-road with all the tiny trees that are easily mistaken for bushes. In real life, even a small car would knock over and snap a sapling. Small trees should be destroyed by vehicles, and maybe larger trucks could even knock over medium trees (but still take some damage). Vehicles should also destroy bushes and grass as they drive over it - maybe not all of it, but say 50% of the tiles they pass over. This way, if you drive along the same route often, you'll eventually clear a path. It would be cool if the tiles could turn from grass to mud after continual use, but I doubt that's a trivial coding task.
  4. A sapling has spawned even though I dug up this tile, put down a mall decoration, and later a floor and a decorative tile.
  5. As of now, rain impairs the movement and senses of zombies, makes players sick, moistens crops, fills barrels, and puts out fires. However, there is a lot more that can be done to make it feel more like true rain. Flood Tiles by Riverbank (And future added Creeks/Streams) When it is raining/has just rained, the banks of the water sources really should be raised. My suggestion is that the Devs add a "transition tile" of sorts, basically a tile that will switch states from land to water based on the amount of time it has rained, the time since it stopped raining, and what month it is. Puddle Formation Similarly to the flood tiles I just suggested, the game should randomly select different spots of the map to have "Depression points", basically the land/water switchtiles that accumulate water at the center and expand outward based on how rainy it is. That way, if you're not to the point where you have rain barrels yet you can still collect a little bit of water, albeit water that's probably really grainy even if you boil it. Bugs Forming Around The Puddles And Rivers/The Day After a Storm The few days after a rainstorm, or just being around a body of water should make bug bites a possible affliction. This can be reduced by wearing longer clothing, or by trying not to stand by those bodies of water too long. You can also douse yourself in smoke, or perhaps create your own bug repellent out of household materials/some natural item. Bug bites should have a really low chance to give you a disease. Rain Smearing Blood Basically, if it rains, splotches of blood should get lighter and maybe spread a little more, eventually fading away. Rain Creating Mud and Impairing the Player Have you ever tried sprinting on a rainy day through dirt? It doesn't work too well if it's been raining for a while. Players (and zombies) should be slowed way down when traversing grass/dirt as it is much more slippery and muddy than it usually is. Outdoorsman/Skill Alerting Player to Weather The character you play as should be able to observe the sky and predict what kind of weather they may experience. Just add another tab to the health/skills/info panels for "observations". Observations could include more than just weather but for this example I will stick solely to weather. This can be a passive skill that increases the more time you spend in the outdoors. I'll make a new suggestion specifically for this one actually. Multiple-Day Storms Sometimes when it rains, it should rain for multiple days. This is where the heavy flooding and puddle formation really kick in, damaging your house, equipment, crops, and leaving you stuck indoors or traveling around in flood weather. Imagine how hard sloshing around in foot-deep water is while trying to evade zombies! Intense Storming Destroys Baby Crops If the flooding or overall weather is bad enough it should tear out, wash away, or damage young crops. This means that you have to keep them in pots until they're big enough to stay rooted down or just hope that it doesn't rain too badly. You can find pots or make them from clay you forage in creeks or puddles after it rains. Foraging After Rainstorms Should Give Different Items The items you get from foraging after it has rained heavily should be slightly altered. For example, most berries would probably have been knocked down, but so would many branches. If you forage near the future creeks, the river, or in hypothetical puddles you should be able to gather clay and make pottery from it. You should also be able to gather frogs and water, and the wood you collect be slightly soggy. Rainstorms should wash up fish/make them more plentiful The fish inside the river could get stirred up or washed away if enough water comes pouring down. After the water recedes, this could leave dead fish on the shore, which may not be the cleanest option, but if you're really desperate, food is food... This could also stir up more fish from the bottom, making them easier to catch Future water vehicles such as boats should wash away if too near the river If the aforementioned flood tiles overlap where you're storing a boat on land, it should wash it away, meaning you'll have to build a new one/lose it forever, or maybe have to go downstream to look for it. This will be especially important when river travel leads to communities built along the river. I will add to my list as I think of more things, feel free to comment what you think rain should do as well.
  6. I would like some help understanding the settings better for Erosion; I have it set to it's lowest setting on our server and still forests magically sprout up in empty fields within a few days time. Questions: We have it set to 500 days... what exactly does that mean? We are seeing whole forests magically appear in a weeks time in an otherwise utterly empty field. Whenever we set about removing vines from a building/fence, in a few minutes they magically pop back into existence; you then have the option to remove them again, yet they stay there forever and ever. Is this a new Bug? Mostly the biggest issue is the trees; a sapling will appear in the middle of nowhere, and grow into a full bore tree in a few days time. Last I checked it takes years for a tree to do this. Is there a way at all currently to just utterly disable the thing? It needs more work from our point of view and just creates a nuisance without adding any real flavor (because trees are just as prolific as the zombies, we've started calling it Project Treezoid.) Does erosion include precipitation and temperature? Seems to via the ini file. (meaning, the actual temperature and rainfall that occurs in the game, that affects players and rain frequency) Why does the server need to rewrite the erosion.ini file every other minute? (instead of just loading it when the server starts) Can we please have the formula for how the math is calculating whatever the numbers mean in the erosion.ini file? Also, the erosion.ini file; what do the settings mean in there? seeds.seedMain_0 = 16 seeds.seedMain_1 = 32 seeds.seedMain_2 = 64 seeds.seedMoisture_0 = 96 seeds.seedMoisture_1 = 128 seeds.seedMoisture_2 = 144 seeds.seedMinerals_0 = 196 seeds.seedMinerals_1 = 255 seeds.seedMinerals_2 = 0 seeds.seedKudzu_0 = 200 seeds.seedKudzu_1 = 125 seeds.seedKudzu_2 = 50 time.tickunit = 144 time.ticks = 120 time.eticks = 82 time.epoch = 1 season.lat = 38 season.tempMax = 25 season.tempMin = 0 season.tempDiff = 7 season.seasonLag = 31 season.noon = 12.5 season.seedA = 64 season.seedB = 128 season.seedC = 255 season.jan = 0.39 season.feb = 0.35 season.mar = 0.39 season.apr = 0.4 season.may = 0.35 season.jun = 0.37 season.jul = 0.29 season.aug = 0.26 season.sep = 0.23 season.oct = 0.23 season.nov = 0.3 season.dec = 0.32 debug.enabled = false debug.startday = 26 debug.startmonth = 11 a few maybes; season.jan = 0.39 --Maybe this means precipitation? seeds.seedKudzu_0 = 200 --Maybe this is supposed to be the wall vines? seeds.seedMinerals_0 = 196 --No idea what this might be. Essentially we would like a bit more control because it just currently is adding a large negative to our gameplay; -80 fun. Thanks.
  7. On Bedford Falls, I'm building a base in the large clearing east of the lake in the middle. With the latest build you can move lights, sinks and TV's etc, but because it isn't an existing house, the game doesn't supply power/ water to them.(yes the water and electricity are still on in game). So is there an easy way to mod the files either with the map editor or manually to make the game see those cells as having water/electricity? - I also want to do this to stop erosion from spawning grass and shrubs inside my base. I don't really expect a mod, just a quick fix until the devs implement this properly, but does anyone know how to edit these parameters in my existing game?
  8. Has there been any talk about landscaping once 'Erosion' is in? Currently, I find that having tall grass in my safe house is an annoyance and because of that, I tend to pick safe houses with little high grass in the yard. For me, it makes farming more difficult and my OCD does not agree with the untidy appearance. (off-topic: I would love to eventually remove blood stains) To solve the high grass problem, I use my spade and dirt bags to cover the grass tile and remove it. However, this leaves me with no grass at all! There should be some seeds for growing grass. In RL I have grass seed in my garage and no other seeds in the house. I don't have carrots, radishes, cabbages, potatoes, strawberries, tomatoes, or broccoli. But, I do have grass seed. The more efficient thing to do, would be to simply just cut the grass. Manual reel push mowers, garden shears, etc would be great and quiet. Could have noisy gas/electric lawn mowers, weed whackers, etc as well to add an element of danger to landscaping. So, when 'Erosion' is in, will we be able to cut the grass, trim vines and bushes, etc? I can cut down trees already for when things get really out of hand. In MP having a manicured lawn is a tell-tale sign that the safe house is currently being used, so it would be up to the player to decide whether or not its worth it for them to have a tidy lawn. If crawlers were harder to see in tall grass we'd have an additional reason to keep it short as well. Thoughts on this?
  9. Zmurf

    Snow indoor ?

    I have problem with snow inside my building on my map I made in the editor. The building has a roof, and the rooms has carpets and tiles. When I enterer the game in january on my server (wiped clean) snow eventually cover everything , even indoor. How can I prevent the snow from falling through the roof? I have included the Lot files , .TBX , .TMX and PZW MyMaps.zip
  10. The idea To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay. What will the mod do? Currently the planning is for Erosion to add the following effects to the game: Plantlife:Nature will slowly start to take over, popping up on natural tiles.Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum.Random special objects with a very low chance of spawning (imagine a dead campfire and the likes).Streets:Big cracks in the road that gradually become more intense.Patches of cracked road where grass and stuff grows through.More litter and garbage appearing over time.Random special objects with a very low chance of spawning (a pile of zombie corpses for example).Houses (exterior):Cracks that can appear on over time.Vines that slowly takover a part of a wall.Windows have a chance to be broken over time (idea by RobertJohnson)Doors have a tiny chance to pop open at some point.Random stuff like smudges and what not. Textures by Thutzor Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor! build 27 version: pz build 27 click here Post 25 march 2014 steam update: pz build 26B click here Pre 25 march 2014 steam update: pz build 26A click here Download Erosion Alpha 0.1 Modding Erosion Videos Screenshots Screenshots Archive Outdated screenshots from the very first functional version: screenshot 2: screenshot 3: screenshot 4: screenshot 5: screenshot 6:
  11. So I noticed that, unfortunately, vines neither block vision or hinder movement when they creep over windows. I think they should honestly do both. This could be used for tactical purposes and could also pose a major threat. You could allow vines to grow over windows that you don't care about, making your safe house seemed abandoned while at the same time providing a natural layer of protection, since nobody can see in, and if people/zombies attempt to climb in it would slow them (or, if the growth was thick enough, outright block movement in and out). On the other hand, it adds a much needed element of danger. You would never know if there are zombies inside a house that had been overtaken by growth, forcing you to manually (and noisily) remove the growth from windows, unless you plan to jump in blindly. Also, currently you can remove vine growth without any tools. I think at least a blade should be required in the future, or make it take much longer to remove without some kind of cutting tool. Another thing I would like to see is for the possibility for vines to overtake even the doors of houses, forcing you to remove it before being able to open it. All in all I'm impressed with the addition of erosion, and it adds some very much needed flavor and differentiation to the game. I think there is a lot of things that could be expanded on though involving it, and look forward to whats in store for it in the future.
  12. So ladies and gentleman as some of you may know the PZ devs are adding the erosion mod that also adds seasons. So????? Lets talk about some features that would make this interesting, shall we? 1.Clothing: During those cold seasons you will need to fight for warmth especially when the gas/power go out. Resolution? Get that jacket on and strap on those boots and pants this can make a VERY serious yet entertaining experience, especially during a blizzard when you're outside. So seek shelter. 2.Food?: Well this mainly appeals to the cold seasons but you could melt snow for water but you need fire or gas. Even better? How about natures natural freezer to keep those foods frozen and last longer. 3.Terrain: when it snows as you may know snow banks can form so? Well these could slow down a person travelling and maybe when they add them, vehicles! 4.Zombies: The zombies in the cold could become slower due to freezing and become more frail. Example: You smack a raw pork loin HARD against something flat its not gonna do much but you freeze it and do it, it can snap with enough force. Any other suggestions that are GOOD? Leave them below And i'll add em!
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